Nothing that hasn't already been rehashed already but there just seems to have been such a huge disconnect between the encounter team(s) and loot team(s) and the way everything is presented to the player (outside of the comment a_skeleton_03 made about the faction gearing, that is pretty straightforward but still below what it should be).
It was obvious early that the best way to gear up was to most efficiently kill 2,000+ mobs an hour, hoard engrams, and go play the lottery. And with their comments in the blog it seemed like they wanted that. But the engram drops were so rare, and them being something useful even more RNG, that the only efficient option was the Cave and other similar spots. But apparently that isn't the point since they're now nerfed and don't seem to be part of the vision.... So why weren't there 2,000 mobs on story quests, strikes, and other content locations for us to meet this threshold of actually seeing engram drops so that we could head back to the almighty Cryptarch to see what we won.
But then we also have these strikes to do at varying difficulties that last somewhere between 20 min - 45 min (starting out, gearing up, etc...). Kill a few mobs, not near enough for any sort of reliable engram drops, kill a sub-boss and boss for no loot then watch the random distro to award you and your friends with nothing. Oh you do get a couple of marks and/or some faction, so you can do those strikes for hours on end. Or you can just PE / Patrol grind on planets which is quicker, easier, and just all around more productive. Because apparently Team A didn't communicate to Team B to balance the way this works.
If it is a more traditional experience they're going for the Strikes and Missions should have had some stable loot production and reason to funnel players toward them. Or at least balanced against people who just want to mindlessly grind loot caves for engrams.
I'm less critical of the PVP loot distro and awards just because every mode and match can vary drastically in experience. I do like the idea of rewarding streaks with perks/ammo of some sort, and maybe prioritize awards or loot pool to the winning team / over achievers.
Anyways, that's all over the place and kind of stream of consciousness.. trying to type while farming this Nightfall for 200 kills. There really is a lot of good and potential here and it is sad that there wasn't more communication or play testing for the loot / gear system that went in at launch. The other suggestion of having blues was good also as a bridge between your greens at 20 and the legendaries.